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[TF2] Custom Weapons 3 (Beta 2)


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KaidemonLP
Member
Join Date: Jul 2016
Old 06-29-2018 , 14:09   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #171

Quote:
Originally Posted by MaloModo View Post
I am pretty sure you need to include the source code. I am NOT an admin but I suggest peeps don't use this without source.
Oh, sorry.
Attached Files
File Type: sp Get Plugin or Get Source (cw3.sp - 250 views - 64.4 KB)
KaidemonLP is offline
GioCk
Junior Member
Join Date: Jul 2018
Location: Brazil
Old 07-01-2018 , 22:22   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #172

Two questions:
1. Where do I get models?
2. When I put the path to the models, the server recognizes it, but does not automatically download it, and its glitched. It only displays the model, not the textures and animations
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TMP553
New Member
Join Date: Mar 2016
Old 07-06-2018 , 03:05   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #173

Decorated weapons don't seem to work, at least for me

HTML Code:
"Decorated Gun Thing"
{
	"classes"
	{
		"scout"	"0"
	}
	"baseclass"		"scattergun"
	"baseindex"		"15002"
	"mag"			"6"
	"ammo"			"32"
	"nobots"		"1"
	"quality"		"15"
	"logname"		"decor_scattergun"
	"description"	"Decorated Weapon"
	"cw3_attributes"
	{
		"set_item_texture_wear"
		{
			"plugin"	"tf2attributes"
			"value"		"0.20000000596046"
		}
		"paintkit_proto_def_index"
		{
			"plugin"	"tf2attributes"
			"value"		"11"
		}
	}
}
Am I missing something, or did the Jungle Inferno update break a few things?
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TastyMedula
Junior Member
Join Date: Aug 2018
Old 08-08-2018 , 12:31   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #174

Why does my game crash everytime i shoot a weapon with a custom projectile?
Is there something wrong?(I'm sorry for my ignorance btw)
Code:
"The Drunkard's Wrath"
{
	"classes"
	{
		"demoman"		"0"
	}
	"baseclass"		"grenadelauncher"
	"baseindex"		"19"
	"mag"			"6"
	"ammo"			"16"
	"logname"		"drunkard_wrath"
	"description"	"(+) 50% Larger clip size\n(+) Press your Special Attack key to switch Firing Modes\n(+) Hammer Firing increases firing speed,\ndecreases movement speed and reduces switching speed\nTrigger Firing is the normal firing type\n(+) This weapon deploys and holsters 25% faster\n(+) 25% Increased projectile speed\n \n(-) 60% Smaller blast radius\n(-) 25% Damage penalty\n(-) Grenades shatter on contact with surfaces"
	"attributes"
	{
		"provide on active"
		{
			"plugin"	"tf2attributes"
			"value"		"1"
		}
		"clip size bonus"
		{
			"plugin"	"tf2attributes"
			"value"		"1.5"
		}
		"hammer mechanic"
		{
			"plugin"	"zethax-attributes"
			"value"		"1"
		}
		"Projectile speed increased"
		{
			"plugin"	"tf2attributes"
			"value"		"1.25"
		}
		"single wep deploy time decreased"
		{
			"plugin"	"tf2attributes"
			"value"		"0.75"
		}
		"single wep holster time increased"
		{
			"plugin"	"tf2attributes"
			"value"		"0.75"
		}
		"Blast radius decreased"
		{
			"plugin"	"tf2attributes"
			"value"		"0.4"
		}
		"damage penalty"
		{
			"plugin"	"tf2attributes"
			"value"		"0.75"
		}
		"sticky air burst mode"
		{
			"plugin"	"tf2attributes"
			"value"		"2"
		}
		"grenade no spin"
		{
			"plugin"	"tf2attributes"
			"value"		"1"
		}
                "custom projectile model"
	        {       
	                "plugin"	"tf2attributes"
		        "value"		"models/weapons/c_models/c_drunkard_wrath_projectile/w_grenade_drunkard_wrath.mdl"
                }
        }
        "viewmodel"
	{
		"modelname"		
"models/weapons/c_models/c_drunkard_wrath/c_drunkard_wrath.mdl"
	}
	"worldmodel"
	{
		"modelname"
"models/weapons/c_models/c_drunkard_wrath/c_drunkard_wrath.mdl"
        }
        "sound"
	{                     
		"player"
		{
			"find"		")weapons/grenade_launcher_shoot.wav"
			"replace"	"weapons/drunkards_wrath/grenade_launcher_shoot.wav"
			"pitch"		"75"
		}
		"player"
		{
			"find"		")weapons/grenade_launcher_shoot_crit.wav"
			"replace"	"weapons/drunkards_wrath/grenade_launcher_shoot_crit.wav"
			"pitch"		"150"
		}
        }              
}

Last edited by TastyMedula; 08-08-2018 at 12:42.
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crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 08-29-2018 , 21:14   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #175

Quote:
Originally Posted by TastyMedula View Post
Why does my game crash everytime i shoot a weapon with a custom projectile?
Is there something wrong?(I'm sorry for my ignorance btw)
It's due to the attribute "custom projectile model". It's not handled correctly within this version of Custom Weapons.
crafting is offline
trbz_
Junior Member
Join Date: May 2018
Old 10-04-2018 , 20:44   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #176

There really needs to be some sort of compendium of all the attributes plugins here and on the Custom Weapons 2 page. I could have sworn someone made an "addcond on hit" attribute but I can't find it for the life of me. I'm trying to make a sort of reverse BFB that slows the user briefly on firing and gives enemies a short speed boost on hit
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BlazingDiancie
Member
Join Date: Sep 2014
Old 10-25-2018 , 11:12   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #177

Can someone help me with custom models? I have a custom model in the correct folder and I've set the weapon file correctly. And yes, I do have the model in the same place in my TF2 installation.

"The 18-Shot"
{
"classes"
{
"spy" "0"
}
"baseclass" "revolver"
"baseindex" "24"
"nobots" "1"
"quality" "6"
"logname" "18shot"
"description" "Placeholder"
"attributes"
{
"clip size bonus"
{
"plugin" "tf2attributes"
"value" "3"
}
"bullets per shot bonus"
{
"plugin" "tf2attributes"
"value" "3"
}
"damage penalty"
{
"plugin" "tf2attributes"
"value" "0.75"
}
"crit mod disabled"
{
"plugin" "tf2attributes"
"value" "0"
}
"maxammo secondary reduced"
{
"plugin" "tf2attributes"
"value" "0.75"
}
"Reload time increased"
{
"plugin" "tf2attributes"
"value" "1.4"
}
"mod ammo per shot"
{
"plugin" "tf2attributes"
"value" "3"
}
}
"viewmodel" // Custom viewmodel.
{
"modelname" "cw3models/18shot/models/weapons/c_models/c_revolver/c_revolver.mdl" // Location of the viewmodel file.
}
"worldmodel" // Custom viewmodel.
{
"modelname" "cw3models/18shot/models/weapons/c_models/c_revolver/c_revolver.mdl" // Location of the viewmodel file.
}
}
BlazingDiancie is offline
crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 10-25-2018 , 18:54   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #178

Quote:
Originally Posted by BlazingDiancie View Post
Can someone help me with custom models? I have a custom model in the correct folder and I've set the weapon file correctly. And yes, I do have the model in the same place in my TF2 installation.
Please re-read the main post for the CW plugin (about half-way down when it says "ABOUT INVISIBLE WEAPONS").

It should only work if you only set the "viewmodel" and if the base weapon is a stock weapon. Other players won't be able to see the custom model, but only in your view.

Last edited by crafting; 10-25-2018 at 18:55.
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BlazingDiancie
Member
Join Date: Sep 2014
Old 10-26-2018 , 08:28   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #179

Quote:
Originally Posted by crafting View Post
Please re-read the main post for the CW plugin (about half-way down when it says "ABOUT INVISIBLE WEAPONS").

It should only work if you only set the "viewmodel" and if the base weapon is a stock weapon. Other players won't be able to see the custom model, but only in your view.
I just posted back on your profile. This isnt a worldmodel issue, Im aware of the invisible weapons "thing", aka, Valve being assholes.
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Umbrozium
Junior Member
Join Date: Dec 2017
Location: ǝʌɐɹ
Old 11-19-2018 , 04:15   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #180

Is there a way to apply sounds to a custom minigun?
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Last edited by Umbrozium; 11-21-2018 at 13:10.
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